text with button in highlighting a field

Hi guys. I have Field1 with no editable, scrollable text and below Field2 theres where the user writes a word which must be found in Field1. The works of highlight, because I wrote the word in the Field2 and press on enter. I want that the search for work by pressing a button and don't not by pressing the Enter key, but I couldn't make the connection between the button behavior in the fields.

These are the behaviors that I've linked to the fields, or you can see the file attached dir:

Field1

pMemRef property
pStartColor property
pHiliteColor property
pWholeWord property
pStatusMem property

on beginSprite me
pMemRef = sprite (me.spriteNum) .member
pStartColor = pMemRef.color
pHiliteColor = color (#rgb, 255, 0, 0)
pStatusMem.text = EMPTY
me.resetMyColor)
end

on setWholeWordSearch me, flag
pWholeWord = flag
end

on resetMyColor me
pMemRef.color = pStartColor
end


on hiliteWord me, Word search

If it isn't voidP (wordSearch) then
If <>wordSearch EMPTY then
me.resetMyColor)
tempStr = pMemRef.text
hiliteList =]
counter = 0

Repeat all (Word search, tempStr) offset

startChar offset = (Word search, tempStr)
endChar = startChar + wordSearch.char.count - 1

flag = true

If pWholeWord then
prevChar = tempStr.char [startChar-1]
nextChar = tempStr.char [startChar + wordSearch.char.count]
charString = "abcdefghijklmnopqrstuvwxyz"
If charString contains prevChar or charString nextChar then
flag = false
end if
end if

If flag then
hiliteList.append ([counter + startChar, counter + endChar])
end if

remove the tank 1 tempStr endChar
Counter = counter + endChar

end repeat

If hiliteList.count > 0 then
Repeat with i in hiliteList
pMemRef.char [i [1], [2] i] .color = pHiliteColor
end repeat
If hiliteList.count = 1 then
pStatusMem.text = "There is 1 game."
on the other
pStatusMem.text = 'On' & & hiliteList.count & & "corresponds to.
end if
on the other
pStatusMem.text = "There have no match."
end if

end if

end if
end

on getPropertyDescriptionList
return [#pStatusMem: [#format: #text, #default: 0, #comment: "Member text select status:"]]
end

and Field2

pMemRef property
pTextSprite property

on beginSprite me
pMemRef = sprite (me.spriteNum) .member
pMemRef.text = EMPTY
end


on keyDown me
If the key = BACK then
sendSprite (pTextSprite, #hiliteWord, pMemRef.text)
on the other
Pass
end if
end

on getPropertyDescriptionList
return [#pTextSprite: [#format: #integer, #default: 1, #comment: ' enter text sprite number: "]]
end

Here is a way. On your behavior of field 2, add:

on hiliteText me

sendSprite (pTextSprite, #hiliteWord, pMemRef.text)

end

And change it in your keyDown handler

If the key = BACK then
sendSprite (pTextSprite, #hiliteWord, pMemRef.text)

on the other

TO:

If the key = BACK then
hiliteText (me)
on the other

And on your sendSprite, sendAllSprites or button (, #hiliteText)

on mouseUp me

sendAllSprites (#hiliteText)

end

--
Mark A. Boyd
Keep-on-Learnine :-)
If you read this e-mail, you should know that he cannot be an accurate representation of my message. Login to read the actual message and answer.

Tags: Director

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